StrayRogue
10-09-2003, 05:02 PM
The Lores documents are out. These are details on how the lores will effect each spell:
Cleric Spell Circle (300s)
302 Smite/Bane - Spiritual Lore, Religion: This skill determines the rate of mana infusions (previously done with the Mana Share skill in GS3). The amount of mana infused is still based on the caster?s control over mana.
303 Prayer of Protection - Spiritual Lore, Blessings: Training in Blessings enables this spell to be cast upon others, briefly. The duration is 2 minutes and requires 40 ranks of Spiritual Lore, Blessings.
304 Holy Blade - Spiritual Lore, Blessings: The number of swings a blade can be imbued with is increased with Blessings ranks; +1 swing for every rank of Spiritual Lore, Blessings (The base number of swings is 3 swings per level of caster).
305 Preservation - Spiritual Lore, Religion: The duration of Preservation is increased with training in Spiritual Lore, Religion; +15 seconds per rank in Spiritual Lore, Religion (the base Preservation cast for GS4 is 10 minutes, irrespective of caster level).
306 Holy Bolt - Spiritual Lore, Religion: Training in Religion Lore will increase the damage of the spell when cast upon undead creatures.
311 Blind - Spiritual Lore, Religion: The duration of the spell was changed to 15 seconds + 1 second for every 4 points of warding margin.
Example:
CS: +273 - TD: +167 + CvA: -1 + d100: +54 - +5 == +154
The duration the spell would be 15 seconds + (54/4) to equal 28 seconds.
Also, on a warding of 20 or more (==120 or higher) there is a chance the target will be forced to a kneeling position which is increased by training in Spiritual Lore, Religion.
325 Holy Receptacle - Spiritual Lore, Blessings: The failure rate of blessing a spell into a gem is decreased by training in Spiritual Lore, Blessings.
Along with the ability to bless spells into gems, Clerics will be able to bless deity powers into gems. This is more restrictive and takes much more skill than normal spell blessing. Currently, there are 5 common blessing spells available to Clerics. The tiers are as follows:
1. Silver to Gold
This spell enables a player to transform a solid silver object to a gold object upon a successful attempt. The primary target for this ability is the silver slabs created from vaporizing a treasure box full of coins. Players may also use this gem on silver wands to create golden wands. This gem is useable by everyone and has 1 to 3 charges max.
Requirements: Blessing Lore 25 skill/5 ranks, Religion Lore 50 skill/10 ranks, Gem Value >= 1.
2. Brimstone
Once thrown or tossed in a room, a gem imbued with this spell will attempt to strike creatures in the room. This is dependent upon the character?s skill, the gem value, and the level of the creatures in the room. The gem is useable by everyone and has 1 charge.
Requirements: Summoning Lore 25 skill/5 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 70 skill/15 ranks, and Gem Value >=1001.
3. Nexus
This spell imbues a gem with the power of transporting the Cleric and companions to a preset location. The Cleric will set a bind location by tapping the gem in the desired destination room, and then activates the gem by rubbing it. This form of transportation must adhere to the same area restrictions as a gold ring would. The chance of creating a successful Nexus portal depends on the skill of the user along with the value of the gem. The difficulty becomes harder if the room that the Cleric is teleporting from contains hostile creatures. The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 50 skill/10 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 90 skill/20 ranks, and Gem Value >=2001.
4. Chrism
This spell imbues a gem with two different abilities. Firstly, when used as a pre-resurrection ritual, the gem must be waved over the body of the corpse by a Cleric. Upon resurrection the previously dead player will have an enhanced rate of recovery to their health, mana and spirit pools. Also, the Death Recovery penalty will be lessened by a certain percentage. Secondly, when used upon the living, the gem has the power to bestow the ability for other players to enter a state of meditation like Clerics, Empaths and Savants. They will receive an enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time and will only work in rooms where one can meditate. The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 70 skill/15 ranks, Blessing Lore 50 skill/10 ranks, Religion Lore 105 skill/25 ranks, and Gem Value >=3001.
5: TBD
Sorcerer Spell Circle (700s)
701 Blood Burst - Sorcerous Lore, Necromancy: Training in Necromancy allows the possibility for this spell to take the drained health points from the target and give them to the caster.
708 Limb Disruption - Sorcerous Lore, Necromancy: Possibility of limb animation (gross!) and interaction with training in Sorcerous Lore, Necromancy; a great addition if you like seeing the limbs of your target attack their owner!
711 Pain Infliction - Sorcerous Lore, Necromancy: Training in Necromancy aids the Sorcerer in directing her spells at the target in the most painful manner (First Aid does this in GS3). Against a like-level opponent, a Sorcerer single-trained in Necromancy Lore will achieve the maximum benefit from this spell.
712 Cloak of Shadows - Sorcerous Lore, Demonology: A Sorcerer who harnesses the demonic force known as the Cloak of Shadows will be able to coerce it into attacking those who attack him physically, if the Sorcerer is stunned during the attack or was stunned prior to the attack. There is a chance that this Cloak of Shadows will refuse to come to his aid. Increased training in Demonology Lore will increase the chance that the Cloak of Shadows will be cooperative, to a maximum of 95% at 50 ranks of Demonology Lore. Instances where the Cloak refuses to aid its master may result in the demonic force killing its master, but an experienced sorcerer with Demonology training decreases that chance.
716 Disease - Sorcerous Lore, Necromancy: Sorcerers that train in Necromancy will notice this spell cause more vicious diseases and cause the disease to take hold of its victim at a faster rate.
718 Torment - Sorcerous Lore, Demonology: This spell allows a sorcerer to summon a demonic force to do battle with the target of this spell. The demonic force, however, seeks some source for its rage and will turn on its summoner if it cannot successfully attack its target. Control of this demon requires concentration such that actions such as preparing spells make it easier for the target of this spell to resist the force. A sorcerer with increased knowledge of Demonology Lore will more easily be able to undertake spell preparation while controlling this force.
725 Minor Summoning - Sorcerous Lore, Demonology: Increased training in Demonology will allow the Sorcerer to have better command of the demons he summons. Demonology training will also allow sorcerers to instruct their demons to carry more coins for them, hold more mana for them, and to perform several other tasks. Fifty ranks of Demonology Lore allow a Sorcerer to summon a demon by just specifying valence without chance of failure. One hundred ranks of Demonology Lore allow a Sorcerer to summon a demon by specifying valence and demon arche-type without chance of failure.
Wizard Spell Circle (900s)
901 Minor Shock - Elemental Lore, Air & Water: Training in Elemental Lore, Air & Water will increase the damage of the spell.
903 Minor Water - Elemental Lore, Water: Training in Elemental Lore, Water will increase the damage of the spell.
906 Minor Fire - Elemental Lore, Fire: Training in Elemental Lore, Fire will increase the damage of the spell.
907 Major Cold - Elemental Lore, Water: Training in Elemental Lore, Water will increase the damage of the spell and will create a larger ball of cold, increasing the maximum number of targets that can be struck.
908 Major Fire - Elemental Lore, Fire: Training in Elemental Lore, Fire will increase the damage of the spell and will create a larger ball of fire, increasing the maximum number of targets that can be struck.
910 Major Shock - Elemental Lore, Air & Water: Training in Elemental Lore, Air & Water will increase the damage of the spell.
914 Sand Storm - Element Lore, Air: Training in Elemental Lore, Air will increase the duration of the storm and the rate at which a target is damaged.
917 Boil Earth - Elemental Lore, Earth: With increased training in Earth Lore, the caster is able to better manipulate the earth, possibly hitting additional targets. The chance for a second strike is equal to the caster?s Earth Skill, and the chance for a third strike is equal to the caster?s Earth Skill ? 100. The strength of these hits with relation to the original hit will vary, but it can be increased with additional training in Fire Lore. Each additional strike will drain 5 mana points.
Bard Spellsongs (1000s)
1002 Vibration Chant - Mental Lore, Manipulation: Training in Manipulation increases the chance of breaking the target's weapon/shield.
1004 Song of Purification - Mental Lore, Manipulation: Training in Manipulation increases the chance of successfully purifying a gem.
1007 Kai's Song - Mental Lore, Telepathy: The caster?s group will experience an increased AS bonus with Mental Lore, Telepathy ranks. The AS increase begins with +1 at 3 Telepathy ranks and tops out at +11 for 88 Telepathy ranks.
1009/1012/1014 Sonic Items - Elemental Lore, Air: Training in Elemental Lore, Air increases the durability of each of these items. A minimum of 5 Air Lore ranks will provide a bonus of 5 to the item?s durability. This bonus maxes out at a durability bonus of 201, with 101 Air Lore ranks.
1009 Sonic Shield - Elemental Lore, Air: By training in Air Lore, a bard can reduce the shield hindrance when evading an attack. At 20 ranks, the bard?s shield will be treated as being one size smaller for hindrance purposes. At 50 ranks, the bard?s shield will be treated as being two sizes smaller, and at 100 Air Lore ranks, the shield will be treated as being three sizes smaller. In other words, a bard with 100 Air Lore ranks can use a sonic tower shield and only receive the hindrance of a small shield.
1012 Sonic Blade - Elemental Lore, Air: Each rank of Elemental Lore, Air will add to a separate chance for the weapon to flare on any given hit. There is a possibility that the sonic weapon could flare twice on a given hit.
1014 Sonic Armor - Elemental Lore, Air: Training in Elemental Lore, Air will boost the elemental damage resistance provided by the armor.
1015 Song of Depression - Mental Lore, Telepathy: Each rank of Mental Lore, Telepathy will boost the TD pushdown from the song. Also, the slow effect of the spell will be increased by one second, cumulative, at 10, 25, 45, 70, and 100 Telepathy ranks.
1016 Song of Rage - Mental Lore, Telepathy: Training in Mental Lore, Telepathy increases the effectiveness of the song, potentially increasing the level of Rage. The potential increase is up to one level of Rage at 5 Telepathy ranks, two levels at 15 Telepathy ranks, three levels at 30 Telepathy ranks, and four levels at 50 Telepathy ranks.
1030 Song of Disruption - Mental Lore, Manipulation: At fifteen ranks in Mental Lore, Manipulation, the singer will be able to focus the disruption on a single creature, at half of the normal mana cost. As the Bard becomes more skilled with Manipulation Lore, it will be possible to gain the benefits that are normally restricted to Bards using instruments, until at 100 Manipulation Lore ranks the Bard will be able to sing the single-target version of this spell as if accompanied by a two-handed instrument.
Empath Spell Circle (1100s)
1101-1105 & 1110-1115 Healing Spells (wounds & scars) - Mental Lore, Transformation: The roundtime for healing is decreased with ranks of Mental Lore, Transformation.
1106 Bone Shatter - Mental Lore, Manipulation: The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Lore, Manipulation.
1108 Empathy - Mental Lore, Telepathy: The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Lore, Telepathy. There is also a higher chance of immobilization and instant kills.
1116 Cry for Help - Mental Lore, Divination: Training in Divination increases the likelihood that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the room in which the Empath cast this spell. There is a 5% chance per Divination Lore rank to gain this brief clairvoyance.
1117 Empathic Link - Mental Lore, Telepathy: Training in Mental Lore, Telepathy increases the number of targets that may be linked, up to 10 targets.
Cleric Spell Circle (300s)
302 Smite/Bane - Spiritual Lore, Religion: This skill determines the rate of mana infusions (previously done with the Mana Share skill in GS3). The amount of mana infused is still based on the caster?s control over mana.
303 Prayer of Protection - Spiritual Lore, Blessings: Training in Blessings enables this spell to be cast upon others, briefly. The duration is 2 minutes and requires 40 ranks of Spiritual Lore, Blessings.
304 Holy Blade - Spiritual Lore, Blessings: The number of swings a blade can be imbued with is increased with Blessings ranks; +1 swing for every rank of Spiritual Lore, Blessings (The base number of swings is 3 swings per level of caster).
305 Preservation - Spiritual Lore, Religion: The duration of Preservation is increased with training in Spiritual Lore, Religion; +15 seconds per rank in Spiritual Lore, Religion (the base Preservation cast for GS4 is 10 minutes, irrespective of caster level).
306 Holy Bolt - Spiritual Lore, Religion: Training in Religion Lore will increase the damage of the spell when cast upon undead creatures.
311 Blind - Spiritual Lore, Religion: The duration of the spell was changed to 15 seconds + 1 second for every 4 points of warding margin.
Example:
CS: +273 - TD: +167 + CvA: -1 + d100: +54 - +5 == +154
The duration the spell would be 15 seconds + (54/4) to equal 28 seconds.
Also, on a warding of 20 or more (==120 or higher) there is a chance the target will be forced to a kneeling position which is increased by training in Spiritual Lore, Religion.
325 Holy Receptacle - Spiritual Lore, Blessings: The failure rate of blessing a spell into a gem is decreased by training in Spiritual Lore, Blessings.
Along with the ability to bless spells into gems, Clerics will be able to bless deity powers into gems. This is more restrictive and takes much more skill than normal spell blessing. Currently, there are 5 common blessing spells available to Clerics. The tiers are as follows:
1. Silver to Gold
This spell enables a player to transform a solid silver object to a gold object upon a successful attempt. The primary target for this ability is the silver slabs created from vaporizing a treasure box full of coins. Players may also use this gem on silver wands to create golden wands. This gem is useable by everyone and has 1 to 3 charges max.
Requirements: Blessing Lore 25 skill/5 ranks, Religion Lore 50 skill/10 ranks, Gem Value >= 1.
2. Brimstone
Once thrown or tossed in a room, a gem imbued with this spell will attempt to strike creatures in the room. This is dependent upon the character?s skill, the gem value, and the level of the creatures in the room. The gem is useable by everyone and has 1 charge.
Requirements: Summoning Lore 25 skill/5 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 70 skill/15 ranks, and Gem Value >=1001.
3. Nexus
This spell imbues a gem with the power of transporting the Cleric and companions to a preset location. The Cleric will set a bind location by tapping the gem in the desired destination room, and then activates the gem by rubbing it. This form of transportation must adhere to the same area restrictions as a gold ring would. The chance of creating a successful Nexus portal depends on the skill of the user along with the value of the gem. The difficulty becomes harder if the room that the Cleric is teleporting from contains hostile creatures. The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 50 skill/10 ranks, Blessing Lore 25 skill/5 ranks, Religion Lore 90 skill/20 ranks, and Gem Value >=2001.
4. Chrism
This spell imbues a gem with two different abilities. Firstly, when used as a pre-resurrection ritual, the gem must be waved over the body of the corpse by a Cleric. Upon resurrection the previously dead player will have an enhanced rate of recovery to their health, mana and spirit pools. Also, the Death Recovery penalty will be lessened by a certain percentage. Secondly, when used upon the living, the gem has the power to bestow the ability for other players to enter a state of meditation like Clerics, Empaths and Savants. They will receive an enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time and will only work in rooms where one can meditate. The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 70 skill/15 ranks, Blessing Lore 50 skill/10 ranks, Religion Lore 105 skill/25 ranks, and Gem Value >=3001.
5: TBD
Sorcerer Spell Circle (700s)
701 Blood Burst - Sorcerous Lore, Necromancy: Training in Necromancy allows the possibility for this spell to take the drained health points from the target and give them to the caster.
708 Limb Disruption - Sorcerous Lore, Necromancy: Possibility of limb animation (gross!) and interaction with training in Sorcerous Lore, Necromancy; a great addition if you like seeing the limbs of your target attack their owner!
711 Pain Infliction - Sorcerous Lore, Necromancy: Training in Necromancy aids the Sorcerer in directing her spells at the target in the most painful manner (First Aid does this in GS3). Against a like-level opponent, a Sorcerer single-trained in Necromancy Lore will achieve the maximum benefit from this spell.
712 Cloak of Shadows - Sorcerous Lore, Demonology: A Sorcerer who harnesses the demonic force known as the Cloak of Shadows will be able to coerce it into attacking those who attack him physically, if the Sorcerer is stunned during the attack or was stunned prior to the attack. There is a chance that this Cloak of Shadows will refuse to come to his aid. Increased training in Demonology Lore will increase the chance that the Cloak of Shadows will be cooperative, to a maximum of 95% at 50 ranks of Demonology Lore. Instances where the Cloak refuses to aid its master may result in the demonic force killing its master, but an experienced sorcerer with Demonology training decreases that chance.
716 Disease - Sorcerous Lore, Necromancy: Sorcerers that train in Necromancy will notice this spell cause more vicious diseases and cause the disease to take hold of its victim at a faster rate.
718 Torment - Sorcerous Lore, Demonology: This spell allows a sorcerer to summon a demonic force to do battle with the target of this spell. The demonic force, however, seeks some source for its rage and will turn on its summoner if it cannot successfully attack its target. Control of this demon requires concentration such that actions such as preparing spells make it easier for the target of this spell to resist the force. A sorcerer with increased knowledge of Demonology Lore will more easily be able to undertake spell preparation while controlling this force.
725 Minor Summoning - Sorcerous Lore, Demonology: Increased training in Demonology will allow the Sorcerer to have better command of the demons he summons. Demonology training will also allow sorcerers to instruct their demons to carry more coins for them, hold more mana for them, and to perform several other tasks. Fifty ranks of Demonology Lore allow a Sorcerer to summon a demon by just specifying valence without chance of failure. One hundred ranks of Demonology Lore allow a Sorcerer to summon a demon by specifying valence and demon arche-type without chance of failure.
Wizard Spell Circle (900s)
901 Minor Shock - Elemental Lore, Air & Water: Training in Elemental Lore, Air & Water will increase the damage of the spell.
903 Minor Water - Elemental Lore, Water: Training in Elemental Lore, Water will increase the damage of the spell.
906 Minor Fire - Elemental Lore, Fire: Training in Elemental Lore, Fire will increase the damage of the spell.
907 Major Cold - Elemental Lore, Water: Training in Elemental Lore, Water will increase the damage of the spell and will create a larger ball of cold, increasing the maximum number of targets that can be struck.
908 Major Fire - Elemental Lore, Fire: Training in Elemental Lore, Fire will increase the damage of the spell and will create a larger ball of fire, increasing the maximum number of targets that can be struck.
910 Major Shock - Elemental Lore, Air & Water: Training in Elemental Lore, Air & Water will increase the damage of the spell.
914 Sand Storm - Element Lore, Air: Training in Elemental Lore, Air will increase the duration of the storm and the rate at which a target is damaged.
917 Boil Earth - Elemental Lore, Earth: With increased training in Earth Lore, the caster is able to better manipulate the earth, possibly hitting additional targets. The chance for a second strike is equal to the caster?s Earth Skill, and the chance for a third strike is equal to the caster?s Earth Skill ? 100. The strength of these hits with relation to the original hit will vary, but it can be increased with additional training in Fire Lore. Each additional strike will drain 5 mana points.
Bard Spellsongs (1000s)
1002 Vibration Chant - Mental Lore, Manipulation: Training in Manipulation increases the chance of breaking the target's weapon/shield.
1004 Song of Purification - Mental Lore, Manipulation: Training in Manipulation increases the chance of successfully purifying a gem.
1007 Kai's Song - Mental Lore, Telepathy: The caster?s group will experience an increased AS bonus with Mental Lore, Telepathy ranks. The AS increase begins with +1 at 3 Telepathy ranks and tops out at +11 for 88 Telepathy ranks.
1009/1012/1014 Sonic Items - Elemental Lore, Air: Training in Elemental Lore, Air increases the durability of each of these items. A minimum of 5 Air Lore ranks will provide a bonus of 5 to the item?s durability. This bonus maxes out at a durability bonus of 201, with 101 Air Lore ranks.
1009 Sonic Shield - Elemental Lore, Air: By training in Air Lore, a bard can reduce the shield hindrance when evading an attack. At 20 ranks, the bard?s shield will be treated as being one size smaller for hindrance purposes. At 50 ranks, the bard?s shield will be treated as being two sizes smaller, and at 100 Air Lore ranks, the shield will be treated as being three sizes smaller. In other words, a bard with 100 Air Lore ranks can use a sonic tower shield and only receive the hindrance of a small shield.
1012 Sonic Blade - Elemental Lore, Air: Each rank of Elemental Lore, Air will add to a separate chance for the weapon to flare on any given hit. There is a possibility that the sonic weapon could flare twice on a given hit.
1014 Sonic Armor - Elemental Lore, Air: Training in Elemental Lore, Air will boost the elemental damage resistance provided by the armor.
1015 Song of Depression - Mental Lore, Telepathy: Each rank of Mental Lore, Telepathy will boost the TD pushdown from the song. Also, the slow effect of the spell will be increased by one second, cumulative, at 10, 25, 45, 70, and 100 Telepathy ranks.
1016 Song of Rage - Mental Lore, Telepathy: Training in Mental Lore, Telepathy increases the effectiveness of the song, potentially increasing the level of Rage. The potential increase is up to one level of Rage at 5 Telepathy ranks, two levels at 15 Telepathy ranks, three levels at 30 Telepathy ranks, and four levels at 50 Telepathy ranks.
1030 Song of Disruption - Mental Lore, Manipulation: At fifteen ranks in Mental Lore, Manipulation, the singer will be able to focus the disruption on a single creature, at half of the normal mana cost. As the Bard becomes more skilled with Manipulation Lore, it will be possible to gain the benefits that are normally restricted to Bards using instruments, until at 100 Manipulation Lore ranks the Bard will be able to sing the single-target version of this spell as if accompanied by a two-handed instrument.
Empath Spell Circle (1100s)
1101-1105 & 1110-1115 Healing Spells (wounds & scars) - Mental Lore, Transformation: The roundtime for healing is decreased with ranks of Mental Lore, Transformation.
1106 Bone Shatter - Mental Lore, Manipulation: The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Lore, Manipulation.
1108 Empathy - Mental Lore, Telepathy: The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Lore, Telepathy. There is also a higher chance of immobilization and instant kills.
1116 Cry for Help - Mental Lore, Divination: Training in Divination increases the likelihood that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the room in which the Empath cast this spell. There is a 5% chance per Divination Lore rank to gain this brief clairvoyance.
1117 Empathic Link - Mental Lore, Telepathy: Training in Mental Lore, Telepathy increases the number of targets that may be linked, up to 10 targets.